Page 1 of 31
How to lose the war - PDH vs Cpt Flam
Posted: Sat Feb 26, 2011 3:50 pm
by PeeDeeAitch
This shall be a mixture of AAR and perhaps some insight into what not to do (my default play).
The game began with low expectations, due in part to the commander of the German side. Several corps tried to defect upon starting the game, and most of the Luftwaffe wanted to fly to Switzerland and internment. Luckily, morale was restored through liberal use of alcohol and scaling back the outrageous goals of historical Barbarossa. As of now, the ultimate goal of the campaign is for me to secure a South American bank acount and a house in Argentina once I lose the war.
Screen shots showing such things as: "How to mess up a Q-ball", "How many "holds" can there be in one turn?", and "Sun Tzu shakes his head and adds a new chapter on failure to his book after PDH's 1st turn" will come later.
Other than this, everything went well.
RE: How to lose the war - PDH vs Cpt Flam
Posted: Sat Feb 26, 2011 4:21 pm
by cookie monster
ORIGINAL: PeeDeeAitch
As of now, the ultimate goal of the campaign is for me to secure a South American bank acount and a house in Argentina once I lose the war.
This one made me laugh. Good luck. But one thing we demand screenies![:@] The AAR section has gone real quiet lately with all the restarted games.
RE: How to lose the war - PDH vs Cpt Flam
Posted: Sat Feb 26, 2011 5:15 pm
by buchand
Take heart - I found in my research similar comments from Von Clausewitz.
This book on how you should do things might well be another bestseller!
RE: How to lose the war - PDH vs Cpt Flam
Posted: Sat Feb 26, 2011 5:25 pm
by TulliusDetritus
ORIGINAL: PeeDeeAitch
As of now, the ultimate goal of the campaign is for me to secure a South American bank acount and a house in Argentina once I lose the war.
I think you're playing the wrong game [:D] Have you tried Tropico 3? Hilarious game, in which there is a secret Swiss bank account too.
Just become El Presidente!
RE: How to lose the war - PDH vs Cpt Flam
Posted: Sat Feb 26, 2011 5:48 pm
by PeeDeeAitch
I shall post shots, once they are "edited" by my crack team of propaganda-researchers. I am sure they shall show the whole truth.
RE: How to lose the war - PDH vs Cpt Flam
Posted: Sat Feb 26, 2011 6:08 pm
by Encircled
Capturing Moscow on Turn 1 is the minimum expectation of the fatherland!
Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 2:14 am
by PeeDeeAitch
Turn 1 began with high hopes. I hopes the game would crash, or that my opponent would concede. Unfortunately, nothing of the sort happened, and I was faced with actually having to go ahead and lose this.
Time to strategize!I began by formulating my plan. I threw out the initial goals of the historical Barbarossa and instead figured if I just fortified where I was I might pull out the minor victory in 1945. However, the though struck me that this would lead to a boring game, so I went ahead and planned an offensive. Trust me, it will be offensive.
North - I plan to defeat all before me in a series of deep encirclements, audacious panzer thrusts, and the not too reasonable hope that my foe doesn't garrison Leningrad. Failing that, I expect a slugfest here. I detachted a panzer from the 3rd Panzer Group to attach to Manstein. Daugavpils fell on the first turn, as did Riga. There were a few holds here, but by the end of the turn I had 4 Armor and 1 motorized across the Dvina. If the game ened here I would win!

RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 2:21 am
by PeeDeeAitch
Center - this was the average encirclement of the Soviets. I kept the 3rd Panzer Group on a wide front north of Minsk in order to dash for Vitebsk on turn 2 if the opportunity opened up. Failing this, I would sow confusion among the Soviets by aimlessly driving about in a hypnotic manner. Either way, I figured I would be in Moscow by turn 3 at least!
South - I tried the Q-Ball in the Corner Pocket maneuver, but I was stymied by a series of holds. One Soviet infantry division failed to realize they were facing nearly superhuman panzers, and screwed up everything. The Romanian border was reached, but I was tempted to just keep going and invade that country since the pocket could not hold (and anyway, Romanian would not expect it and I could conquer the country in no time). Still, given the weakness of the pocket, I felt that the dastardly Soviets would not run away and instead stay forward to try and rescue comrades.
(No pictures from here, I screwed up and didn't save them right)
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 2:46 am
by Senno
My last games AGN opening looked like yours. I've also decided to smash hell out of everything Turn 1, and have most of my infantry up to the river, with some across at end of turn 2. Makes getting up to Pskov/Novgorod a good bit faster.
Nice clean, beautiful (oops, sorry forgot the spirit of the AAR) horrible, ugly opening. The Soviets will drive through and pocket you in Courland no later than 6/42....[:D] You should surrender now or failing that, rename your command "Courland Pocket AG" and hunker down and prepare to evacuate by sea...[:D]
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 3:01 am
by PeeDeeAitch
So you are saying I might be able to hold out til 42? Sweet, I will give it a shot then.
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 3:10 am
by Senno
LoL.
Actually it was a very nice opening. Looking forward to zee AAR.[:)]
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 12:17 pm
by PeeDeeAitch
Oh, and in respect of my ability to lose, my opponant is welcomed here to see my plans (this is a double-blind, if he sees what I want to do he will try to stop it, but I will screw that up so he will not be ready to stop what I do try, thus I will win the war through information!)
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 3:20 pm
by PeeDeeAitch
Flush with success in my first two turns, new plans have been issued.
1 - All winter clothing has been burned for fuel.
2 - Gasoline credit cards have been issued to all Panzer formations. Commanders are required to keep all receipts for tax time.
3 - New objectives have been given the "Official Okey-Dokey" reflecting the more calm and sober 1st year goals of the campaign, note this should all be achieved by October at the latest:

RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 3:29 pm
by Senno
ORIGINAL: PeeDeeAitch
Oh, and in respect of my ability to lose, my opponant is welcomed here to see my plans (this is a double-blind, if he sees what I want to do he will try to stop it, but I will screw that up so he will not be ready to stop what I do try, thus I will win the war through information!)
That's devious.[:D] And deep....
PS: Your new plans are just that. Your opponent will never see you coming, and be utterly surprised.
Maybe, just maybe you will reach 1/43. You will be in Berlin though. But you might still be alive.[:D]
PPS: Why didn't you burn your new plans for fuel? I would have thought that would be the first thing burnt?[;)]
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 3:38 pm
by TulliusDetritus
PeeDeeAitch, I'm not sure if I well understood. You were massacred as ze Germans and now are showing the different steps that led you to the über katastrophe [please use a thick German accent here] or you are currently playing [as ze Germans] and expect to be massacred? [:)]
From the big strategic map screenshot thing I can assume you are not aiming at Vladivostok [8D]
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 3:41 pm
by PeeDeeAitch
ORIGINAL: TulliusDetritus
PeeDeeAitch, I'm not sure if I well understood. You were massacred as ze Germans and now are showing the different steps that led you to the über katastrophe [please use a thick German accent here] or you are currently playing [as ze Germans] and expect to be massacred? [:)]
From the big strategic map screenshot thing I can assume you are not aiming at Vladivostok [8D]
Ahh, I am in turn 2 playing a game as the Germans. As you can see, I have scaled back my plans of conquering the entire Siberian region in the first year.
They key to any such game is simple goals, reach each one, then move to the next. Turn 1 I wanted to not drive my Panzers into the ocean. Turn 2 have a tank on the Dnepr. Turn 3 I want to reach Omsk.
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 4:01 pm
by TulliusDetritus
ORIGINAL: PeeDeeAitch
ORIGINAL: TulliusDetritus
PeeDeeAitch, I'm not sure if I well understood. You were massacred as ze Germans and now are showing the different steps that led you to the über katastrophe [please use a thick German accent here] or you are currently playing [as ze Germans] and expect to be massacred? [:)]
From the big strategic map screenshot thing I can assume you are not aiming at Vladivostok [8D]
Ahh, I am in turn 2 playing a game as the Germans. As you can see, I have scaled back my plans of conquering the entire Siberian region in the first year.
They key to any such game is simple goals, reach each one, then move to the next. Turn 1 I wanted to not drive my Panzers into the ocean. Turn 2 have a tank on the Dnepr. Turn 3 I want to reach Omsk.
Ah, I see, thank you. Good luck [:)] Not going to Siberia is perhaps a huge mistake. Lots of trees that you could put to good use... to feed the many stoves your pixel
truppen will centainly need come winter. On the other hand your South American bank account has to be massive by now [:D]
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 4:04 pm
by PeeDeeAitch
Winter? This game models winter? Oh geez, I am so screwed. In response to this grave news, new "winter rules" have been put into effect. The previous line to be achieved is void, and my new "winter fall back" line has been established. Digging will start on turn 4. The new line is shown here:

RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 4:09 pm
by Senno
That's the sensible response.
Maybe your men will be able to take in a Dresden Symphony. Leave passes for everyone?
RE: Turn 1 - A tale of futility
Posted: Sun Feb 27, 2011 4:10 pm
by PeeDeeAitch
Seelow Heights shall not fall before January 42!